I am integrating a camera driver that can copy the image directly into GPU memory. There, I processed the incoming streams using cuda functions (Debayering+whitebalancing). I would like to directly copy (GPUmem->GPUmem) the resulting image into a texture with the format “UTextureRenderTarget2D” in Linux.
I have achieved this in Windows by simply getting the D3D11 texture and registering it as a resource using the functions “GetD3D11TextureFromRHITexture” and “cudaGraphicsD3D11RegisterResource”.
Is there an equivalent way of doing the same procedure for linux environment? I would be happy if you share your experiences.
May be my question was not that clear. Of course there exist these cuda interop samples for OpenGL and Vulkan but I would like to implement it specifically working in UE4’s rendering loop.
OpenGL is deprecated and Vulkan RHI is going to be the only supported interface on Linux.